.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 2: The Ascension Wars

Reply
 
Thread Tools Display Modes
  #1  
Old December 3rd, 2004, 03:11 AM

Duncanish Duncanish is offline
Corporal
 
Join Date: Mar 2004
Posts: 102
Thanks: 0
Thanked 0 Times in 0 Posts
Duncanish is on a distinguished road
Default Carrion Woods pretender setup

I'm a bit curious as to how someone would setup a Carrion Dragon for CW. Go Order or Turmoil? Your population will eventually disappear, so Turmoil might be good. But it's almost impossible to expand early without the money for troops. Production or Sloth? Again, the population dies so it'll be worthless eventually. But gold and resources let you expand better in the early game, which is when I have the most trouble with CW. Heat and Cold? I don't know about this one. Income hits either way, but yet again, the population dies eventually. Growth is forced, but do you go Growth-3, or just the minimum? Fortune or Misfortune? I usually go with Misfortune, but it depends. Magic is forced, but again, do you go full or minimum?

Personally, mine is:
Turmoil-2, Sloth-2, Growth-3, Misfortune-1, Magic-3
__________________
My plans are always practical! It's the laws of physics that get in the way of my success!

I found out what zombies are weak against.
Oh?
Point blank annihilation.
Reply With Quote
  #2  
Old December 3rd, 2004, 03:22 AM
archaeolept's Avatar

archaeolept archaeolept is offline
Lieutenant General
 
Join Date: Feb 2004
Posts: 2,687
Thanks: 20
Thanked 54 Times in 39 Posts
archaeolept is on a distinguished road
Default Re: Carrion Woods pretender setup

ehh, its a death nation. slam your scales - the only ones to boost are growth (maybe, but i don't think its quite worth it myself), luck (sure. 2 or 3 i'd say) and magic (probably 3).


put the rest of the points into a heavy hitter.

now, you can go misfortune, but i don't really think pan is hurting for pretender pts in CW.
Reply With Quote
  #3  
Old December 3rd, 2004, 06:20 AM
Agrajag's Avatar

Agrajag Agrajag is offline
Lieutenant Colonel
 
Join Date: Jul 2004
Location: Israel
Posts: 1,449
Thanks: 4
Thanked 8 Times in 2 Posts
Agrajag is on a distinguished road
Default Re: Carrion Woods pretender setup

1) IMO, if you take Turmoil you oughtta take Luck, so the now increased probability of events will not cause extreme damage (such as lab-burning events etc.).
2) IIRC, CW doesn't kill population that quickly, a mere 1% per turn (again, IIRC), so taking Growth-3 means only 0.1% per turn, so now you have lots of population so taking Turmoil and Sloth becomes a bad thing.

EDIT: Just wanted to add I saw that 1% in some unrelated post, stating AE kills 5% per turn, SG 4% and CW 1%.
__________________
I'm in the IDF. (So any new reply by me is a very rare event.)
Reply With Quote
  #4  
Old December 3rd, 2004, 07:10 AM

Yossar Yossar is offline
Sergeant
 
Join Date: Feb 2004
Posts: 365
Thanks: 0
Thanked 0 Times in 0 Posts
Yossar is on a distinguished road
Default Re: Carrion Woods pretender setup

The only problem with taking luck is when those damn militiamen show up and take all your extremely limited money.
Reply With Quote
  #5  
Old December 3rd, 2004, 09:56 AM
Agrajag's Avatar

Agrajag Agrajag is offline
Lieutenant Colonel
 
Join Date: Jul 2004
Location: Israel
Posts: 1,449
Thanks: 4
Thanked 8 Times in 2 Posts
Agrajag is on a distinguished road
Default Re: Carrion Woods pretender setup

Still...
What is worse, a few Groups of militiamen, or a bunch of -100 gold and burned temples and labs events?
Personaly, I'd rather have a few militiamen pop up and get the 1000 gold events than constantly losing gold to bad events... Though you have to remember that Luck is great only if you are forced into turmoil...
__________________
I'm in the IDF. (So any new reply by me is a very rare event.)
Reply With Quote
  #6  
Old December 3rd, 2004, 11:35 AM
archaeolept's Avatar

archaeolept archaeolept is offline
Lieutenant General
 
Join Date: Feb 2004
Posts: 2,687
Thanks: 20
Thanked 54 Times in 39 Posts
archaeolept is on a distinguished road
Default Re: Carrion Woods pretender setup

Quote:
What is worse, a few Groups of militiamen, or a bunch of -100 gold and burned temples and labs events?
Personaly, I'd rather have a few militiamen pop up and get the 1000 gold events than constantly losing gold to bad events.
I'm playing my first MP game w/ CW. I have luck 3, but sure haven't seen any of these "1000 gp" events. Rather, I've gotten huge bunches of militia, which so crippled my economy, that there was an 8 turn period or so where I don't think I even bought one mage. As such, at turn 40, my research is about 1/5 of Caelum's.

the "1% population loss" is per dominion point, so rather unlikely that .6% growth from growth 3 could counteract this ;p
Reply With Quote
  #7  
Old December 4th, 2004, 09:28 PM
PvK's Avatar

PvK PvK is offline
National Security Advisor
 
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
PvK is on a distinguished road
Default Re: Carrion Woods pretender setup

Since when is cannon fodder useless? Even as an undead swarm nation, the volunteer militia offer a fodder type that can't be banished.

Why the god of Ermor would ever pay them a salary, though, or need gold to erect temples, I don't know... that seems possibly unthematic...

PvK
Reply With Quote
  #8  
Old December 4th, 2004, 09:30 PM
archaeolept's Avatar

archaeolept archaeolept is offline
Lieutenant General
 
Join Date: Feb 2004
Posts: 2,687
Thanks: 20
Thanked 54 Times in 39 Posts
archaeolept is on a distinguished road
Default Re: Carrion Woods pretender setup

no, we're not saying they are useless: we're saying they are worse than useless, as their upkeep can far outweigh their utility, esp. for an undead nation.
Reply With Quote
  #9  
Old December 4th, 2004, 09:38 PM
Cainehill's Avatar

Cainehill Cainehill is offline
Lieutenant General
 
Join Date: Mar 2004
Location: Albuquerque New Mexico
Posts: 2,997
Thanks: 0
Thanked 0 Times in 0 Posts
Cainehill is on a distinguished road
Default Re: Carrion Woods pretender setup

I agree - it can take five or six battles to kill off the militia since they turn to run so rapidly, even when you setup your troops for the purpose of killing them. Add to this the grief of getting a commander to them to bring them somewhere to get into a battle, and then the grief of rounding them up after each battle they run away from.

It really sucks that it takes Conjuration-9 and 5 death gems to have a good chance of killing them off and stopping the drain on the miniscule gold income that death nations tend to have.

And it _is_ a sizable drain for themes like CW: 10 gold can be 1/10th of the total gold income for the nation as the game goes on and the population dies. If it takes 10 turns to kill them off, that's 100 gold, which is a huge amount to lose as CW or, presumably, Ermor's death themes.

__________________
Wormwood and wine, and the bitter taste of ashes.
Reply With Quote
  #10  
Old December 5th, 2004, 01:47 AM

Duncanish Duncanish is offline
Corporal
 
Join Date: Mar 2004
Posts: 102
Thanks: 0
Thanked 0 Times in 0 Posts
Duncanish is on a distinguished road
Default Re: Carrion Woods pretender setup

Yea, the militia are a drain on income. But it's still hilarious when you have Haunted Woods (?) up and storm a provine with them.
__________________
My plans are always practical! It's the laws of physics that get in the way of my success!

I found out what zombies are weak against.
Oh?
Point blank annihilation.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 02:58 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.